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PlasmoidThunder

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Messages by PlasmoidThunder

    

Re: Marvel Cinematic Universe: THE END (until the next movie comes out)

 August 03, 2024, 05:02:16 pm View in topic context
 Posted by PlasmoidThunder  in Marvel Cinematic Universe: THE END (until the next movie comes out) (Started by Iced July 15, 2012, 03:54:44 am
 Board: Entertainment

and a bit of the serious tone getting lost within the overall funny mood.

That's (almost) every MCU flick, though I guess with Deadpool you don't expect it to take itself too seriously.
    

Re: Need assistance with Mugen fonts

 August 02, 2024, 04:14:30 pm View in topic context
 Posted by PlasmoidThunder  in Need assistance with Mugen fonts (Started by daonlylonely August 02, 2024, 03:19:38 pm
 Board: M.U.G.E.N Development Help

Manually, since you'll need to compile all the sprites into one image.
    

Re: Need to display an image pop up during battle

 July 25, 2024, 11:24:16 am View in topic context
 Posted by PlasmoidThunder  in Need to display an image pop up during battle (Started by ModalCobalt July 23, 2024, 04:53:25 pm
 Board: Ikemen General Discussion and Help

You can set the time to -1 if you want it to remain indefinitely.
    

Re: IKEMEN GO VS Plus Ultra

 July 11, 2024, 12:24:04 pm View in topic context
 Posted by PlasmoidThunder  in IKEMEN GO VS Plus Ultra (Started by Superjairo July 10, 2024, 08:59:49 am
 Board: Ikemen General Discussion and Help

Plus Ultra has a number of built-in fullgame features, but nowhere near the level of MUGEN compatibility as Go; it doesn't even support screenpacks, they have to be coded in Lua.

Realistically, the only reason you'd use Plus Ultra is if you can't run Go.
    

Re: My Step Dashes are Infinite and shouldn't be, help!

 July 09, 2024, 11:18:10 am View in topic context
 Posted by PlasmoidThunder  in My Step Dashes are Infinite and shouldn't be, help! (Started by JasonThePhoenix July 09, 2024, 04:01:34 am
 Board: M.U.G.E.N Development Help

Check to make sure the character isn't giving itself ctrl via CtrlSet elsewhere, though are you sure it's a cancel? 12f is a very short duration, less than 1/4 of a second.
    

Re: Trouble with Mode Select

 June 28, 2024, 08:39:23 pm View in topic context
 Posted by PlasmoidThunder  in Trouble with Mode Select (Started by Zobbes June 28, 2024, 07:10:57 am
 Board: Ikemen General Discussion and Help

Would it not have made more sense to take the MUGEN screenpack and add in the extra stuff from system.base.def? If the original doesn't display properly in IKEMEN without modification, then there's either a bug with IKEMEN or it's since been fixed and you're running an outdated build.
    

Re: Trouble with Mode Select

 June 28, 2024, 01:40:46 pm View in topic context
 Posted by PlasmoidThunder  in Trouble with Mode Select (Started by Zobbes June 28, 2024, 07:10:57 am
 Board: Ikemen General Discussion and Help

What is the issue exactly? Is the first image what you want the second one to look like? Is one P1 and the other P2?
    

Re: [Resentone Thread]: 3 Characters Released (23/06/2024)

 June 25, 2024, 10:34:00 am View in topic context
 Posted by PlasmoidThunder  in [Resentone Thread]: 3 Characters Released (23/06/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

If it ain't broke don't fix it. I've been doing things this way since literally I started with Rentaro, I base all of my characters from their source games. In this case I used Rice's Touhou game.
I don't want to sound mean, but Reimu can't do any of the things she can do in GR (or IZ, I guess), or much at all, really. Aside from a corner loop that's just 5AAA > 5BB > j.5B > j.5C three or four times, there's not much going on because nothing really allows for valid juggles afterwards, with stuff like dash B barely letting you link 623A after. Almost everything that doesn't knock down is very unsafe on hit and block, which I'm guessing is overcorrection to prevent a repeat of release Cirno's easy infinites.

In GR, Reimu relies on cancelling Rain Dance or Ascension Kick into Fantasy Seal as an extender, so this style's lack of special > super cancelling by default hurts her as there's nothing to compensate. Her meterless routes rely on Amulet, which has been gutted here as it offers nothing in juggles due to a combination of lower y velocity and lower hitstun. Her primary neutral poke/hitconfirm (4/6C) is now locked behind 5BB, leaving her a bit short of range; I know Vatista suffered a similar fate, but she at least has other options and strong zoning anyway.
    

Re: win using p2dist and P2BodyDist only if close or far from the opponent like mk9

 June 24, 2024, 02:02:55 pm View in topic context

p2 triggers stop working on KO. You need to use the enemy or enemynear redirects.
    

Re: How do I stop characters from going offscreen?

 June 21, 2024, 02:02:40 pm View in topic context
 Posted by PlasmoidThunder  in How do I stop characters from going offscreen? (Started by daonlylonely June 20, 2024, 05:27:00 pm
 Board: M.U.G.E.N Configuration Help

You can't stop a character going off the top of the screen from within the stage, it would have to be implemented character-side.
    

Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 June 09, 2024, 12:24:48 pm View in topic context

Hitflag has to be at least FD for OTGs to work.
    

Re: Take meter from opponent when landing a hit

 June 04, 2024, 06:06:31 pm View in topic context
 Posted by PlasmoidThunder  in Take meter from opponent when landing a hit (Started by primordialgunna June 04, 2024, 05:35:37 pm
 Board: M.U.G.E.N Development Help

In the attack's HitDef, use a negative givepower value. The parameter takes two values (hit,block), so ideally you'd only want it for the first value.
    

Re: Crossup Bug(?): Defender can't block the cross-up.

 May 23, 2024, 11:23:08 am View in topic context
 Posted by PlasmoidThunder  in Crossup Bug(?): Defender can't block the cross-up. (Started by primordialgunna May 23, 2024, 04:21:06 am
 Board: M.U.G.E.N Development Help

Can you block if you hold the opposite direction? You may want to check this thread, specifically the bit about trip guard.
    

Re: Lugia Pokemon 1.1

 May 23, 2024, 11:12:37 am View in topic context
 Posted by PlasmoidThunder  in Lugia Pokemon 1.1 (Started by ryuhoshi490 May 22, 2024, 02:08:38 pm
 Board: Your Releases, 1.0+

It's a misnomer, but typically refers to moves where the hitbox and hurtbox don't (or barely) overlap, making it difficult for characters to beat the attack out, especially if it has a lot of range.

That tutorial incorrectly states that any red outside of blue is infinite priority and bad. Hitbox priority is a balancing measure, but how it's handled depends on the game/series/developer.
    

Re: Killer Whale platform not showing up on some characters

 April 25, 2024, 07:20:53 pm View in topic context
 Posted by PlasmoidThunder  in Killer Whale platform not showing up on some characters (Started by Macaulyn97 April 25, 2024, 06:50:38 pm
 Board: M.U.G.E.N Configuration Help

Check the character's ground.front constant, under [Size]. The platform uses that to scale itself, so if it's too low (or even 0), you won't see it.
    

Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 March 08, 2024, 11:20:25 am View in topic context

None of that will make a difference.

It's likely a juggle issue and/or the opponent becoming invulnerable; you can check the latter by viewing collisions with Ctrl+C, which will be cyan if they're inv.
    

Re: bot report 2016 - skynet's invasion has begun

 March 06, 2024, 10:56:06 am View in topic context
 Posted by PlasmoidThunder  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 pm
 Board: Feedback

    

Re: Problems with Win Quotes against characters

 March 05, 2024, 08:19:11 pm View in topic context
 Posted by PlasmoidThunder  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

Does it take that much work to just make win quotes towards character to work?
It's not work as such, but understanding how CNS works and thus why your code doesn't work.
    

Re: Problems with Win Quotes against characters

 March 04, 2024, 12:16:29 pm View in topic context
 Posted by PlasmoidThunder  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

No. It would benefit you to learn how CNS syntax and triggers work.

triggers
expressions
win
matchover
name

What you have now is invalid syntax. name win is not a valid expression and "Jin Kazama" is not a valid value for matchover.
    

Re: Problems with Win Quotes against characters

 March 03, 2024, 11:12:45 am View in topic context
 Posted by PlasmoidThunder  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

win and matchover are separate triggers. Your current syntax is wrong; you only needed to replace trigger1 = time = 0 with trigger1 = win && matchover, leaving the enemy,name trigger as it was.